| Weapon |
Bow
1D6 DAMAGE |
|---|---|
| Skin | Plywood components |
| Tags |
SAPIENT
Communicates with its wielder by thought; roll 1D6 for disposition: bloodthirsty, caring, craven, excitable, morose, stoic.
LUCKY
Rolling an ultra success while attacking with this weapon grants the user one WAR DIE.
POISONED
When you would roll for damage for this weapon, wait and mark your target as poisoned instead. Next time they’re hurt, roll your DAMAGE and add it to the total amount they take. |
Generate weapons
| Weapon |
Small ranged (slingshot, BB gun, etc.)
3 DAMAGE |
|---|---|
| Skin | Polished chrome |
| Tags |
ARMOR-PIERCING
Attacks with this weapon ignore ARMOR bonuses granted by physical means.
STUN
Those damaged by this weapon cannot move or act until their current HP changes.
MEDICAL
Once per mission, you may use this weapon to deal negative DAMAGE, healing the target. |
| Weapon |
Small blade (pocket knife, hatchet, etc.)
3 DAMAGE |
|---|---|
| Skin | Visual ghosting |
| Tags |
GRIP
Custom materials and ergonomic design; the referee can never state that you drop this weapon.
SHREDDER
Deals double DAMAGE to exposed flesh. On critical hits, decreases the target’s ARMOR by 1.
LUCKY
Rolling an ultra success while attacking with this weapon grants the user one WAR DIE. |
| Weapon |
Pistol
1D6 DAMAGE |
|---|---|
| Skin | Uniformly ribbed |
| Tags |
ELECTRIFIED
Deals double DAMAGE to robots and other complex machines. Shorts out running electronics and briefly electrifies bodies of water.
HUD
Scans hostiles. When you kill something new, the referee will tell you a useful fact about it.
ACCURATE
Scoped, sighted, or well-balanced; this weapon grants one automatic success when attacking per mission. |
| Weapon |
Machine Pistol
1D6 DAMAGE |
|---|---|
| Skin | Milky blue |
| Tags |
HEAVY
This thing is too big to be called a weapon. Once per mission, take +3 on a FORCEFUL roll that involves this weapon.
ICE
Makes surfaces slick and deals double DAMAGE to anything that requires warmth to function.
HEAVY
This thing is too big to be called a weapon. Once per mission, take +3 on a FORCEFUL roll that involves this weapon. |
| Weapon |
Light machine gun
1D6+1 DAMAGE |
|---|---|
| Skin | Rosewood grip |
| Tags |
HEAVY
This thing is too big to be called a weapon. Once per mission, take +3 on a FORCEFUL roll that involves this weapon.
MESSY
Enemies explode into gore/goo/scrap etc. on ultra successes (in addition to the usual bonus). No identifiers will remain—not even teeth.
FLASHY
If you describe a unique and bombastic attack with this weapon, you can roll +CREATIVE to hit. |
| Weapon |
Sniper rifle
1D6+2 DAMAGE |
|---|---|
| Skin | Affixed talisman |
| Tags |
GRIP
Custom materials and ergonomic design; the referee can never state that you drop this weapon.
COLLAPSIBLE
Easily concealed, no matter the size; will never be detected during pat-downs.
QUICK-DRAW
Attacks that target enemies drawing their weapons will always succeed. |
| Weapon |
Anomalous weapon
2D6 DAMAGE |
|---|---|
| Skin | Menacing spikes |
| Tags |
LIGHT
Weighs almost nothing. Grants +1 on REFLEXIVE rolls that involve this weapon.
ICE
Makes surfaces slick and deals double DAMAGE to anything that requires warmth to function.
SHREDDER
Deals double DAMAGE to exposed flesh. On critical hits, decreases the target’s ARMOR by 1. |
| Weapon |
Pistol
1D6 DAMAGE |
|---|---|
| Skin | Snakeskin accents |
| Tags |
GRIP
Custom materials and ergonomic design; the referee can never state that you drop this weapon.
SHREDDER
Deals double DAMAGE to exposed flesh. On critical hits, decreases the target’s ARMOR by 1.
TRANQUILIZER
As NON-LETHAL, but chance is increased to 5-in-1D6 if a vulnerable area is specifically targeted (e.g. head, neck, exposed membrane, etc.) |
| Weapon |
Break-action shotgun
1D6+1 DAMAGE |
|---|---|
| Skin | Ivy leaf decal |
| Tags |
LIGHT
Weighs almost nothing. Grants +1 on REFLEXIVE rolls that involve this weapon.
VALUABLE
Utterly unique in history or make. Can be used as a bargaining chip in almost any situation.
CURSED
Requires powerful magic to remove once equipped. The wielder may permanently spend 1D6 MAX HP to guarantee a successful attack. |